Opened 3 years ago

Closed 3 years ago

Last modified 3 years ago

#5925 closed defect (fixed)

Attack notification sound is broken

Reported by: OptimusShepard Owned by: Freagarach
Priority: Release Blocker Milestone: Alpha 24
Component: Simulation Keywords:
Cc: Patch: Phab:D3408

Description

When I get a attack notification, there is no sound notification anymore.

Change History (8)

comment:1 by Imarok, 3 years ago

Summary: Attack notification sound is brockenAttack notification sound is broken

comment:2 by Imarok, 3 years ago

also broken in r24564

comment:3 by Stan, 3 years ago

Might have been revealed by https://code.wildfiregames.com/rP24500

g_AttackEffects.GetSound(type) might need to handle the gaia case too (Currently in attackdetection.js)

We don't care about types, we want at least to know whether it was player attack, or a gaia one. Capture might not even be necessary as it might be confusing (currently I think it uses the same sound)

comment:4 by Freagarach, 3 years ago

Okay, so problem is that r23989 introduced a sound based on what/who attacked you, with differentiation between capture and rest. However, the code was written such that it made (me) think that the it differentiated between attack effects, although it differentiates between attack types (attack effects: damage, capture status effects; attack types: melee, capture, ranged). The double naming of capture is annoying here.

r24500 removed the default sound in favour of always specifying. But since the code did not do as expected, sounds are broken now.

IMHO, the sounds as stands now should not be retreived from g_AttackEffects, since those handle the attack effects and one attack can have multiple attack effects. Therefore we should go back to an earlier version of Phab:D2859?id=12536.

comment:5 by Freagarach, 3 years ago

Owner: set to Freagarach
Priority: Must HaveRelease Blocker

comment:6 by Freagarach, 3 years ago

Patch: Phab:D3408

comment:7 by Freagarach, 3 years ago

Resolution: fixed
Status: newclosed

In r24694: Fix sound not played when being attacked by non-capture attacks.

Wrong assumptions on reviewing r23989 and r24500 made it such that non-capture attacks did not play a being-attacked sound anymore. We only want a different sound when being captured.

Differential revision: D3408
Tested by: @Stan
Fixes: #5925

comment:8 by Silier, 3 years ago

Component: Music & Sound FXSimulation
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